Herunterladen Diese Seite drucken

Installation; Operation - A.u.S. Spielgeräte TIMER 3 - 22B Montageanleitung

Werbung

Verfügbare Sprachen
  • DE

Verfügbare Sprachen

  • DEUTSCH, seite 1

INSTALLATION

TIMER 3 - 22B
PROGRAMMING
To initiate the programming process, turn the INSTALLATION key.
Do the same when you wish to end the programming.
There are six stages to be programmed in order:
1) REGISTER METER
3) MONEY SYMBOL
5) 1st HOURLY CHARGE
To proceed from one stage to the next, use the TARIFF button. To
change the price figure in each stage, use the (+) and (-) buttons
by placing the point of a pen on the holes. Keep in mind that when
the meter is counting, we can only register meter setting, but not
modify other figures. Here is how the six stages appear in order:
REGISTER METER
13345
1.
The letter "C" followed by a number
indicates the total sum on the counter. The
counter shows the number of clicks which have run off, and since the
charge for one click may be programmed for whatever you yourself
decide (see STAGE 2), if you wish to determine the total money
receipts, multiply the figure shown on the counter by the rate of one
click. The counter runs to a total of 99,999 clicks and then returns to
zero. To go back to zero, you must push the (-) button with the tip of a
pen.
If you do not wish to go on to the further stages in
programming, you must turn the INSTALLATION key again. This will
be useful when access only to the counter is required. To continue to
STAGE 2, push the TARIFF button. The device must not be in the
cash counting operation during subsequent programming.
0.05
PRICE OF ONE CLICK.
2.
figure by which the amount to be paid
increases with each time interval. That
figure depends on the monetary value applicable to each individual
country. The click figures available are the following: 0.05 -0.10 - 0.20 -
0.50 - 1 - 2 - 5 - 10 - 20 - 50 -100.
Ex. for
EURO 0,05, USA 0,10, RUSSIA 1, JAPAN 10.
You may make your choice by using the (+) and (-) buttons.
To go on to the next stage, push the TARIFF button.
MONEY SYMBOL. This is the letter that
E
3.
appears before the total sum to be paid.
The following letters available are: C d E
F L P S t Y or "no letter". The choice can be made by using the (+)
and (-) buttons.
To go on to the next stage, push the TARIFF
button.
0.05
START-GAME CHARGE.
4.
(15 figures available) This is a set figure
charged at the beginning of every game
above and which is not included in the hourly rate. Use the (+) and
(-) buttons to register that figure.
To go on to the next stage, push the TARIFF button.
1st HOURLY CHARGE.
6.00
5.
(varies from 10 to 500 click per hour). To
change the figure, use the (+) and (-)
buttons. Hold the buttons down if you wish to effect the operation
quickly. To go on to the next stage, push the TARIFF button.
2nd HOURLY CHARGE (CLUB).
6.00
6.
(from 10 to 500 clicks per hour).
This is shown by the decimal point which
appears on the left of the display. To change the figure, use the (+)
and (-) buttons. To end the process, push the TARIFF button or
turn the key to the left.
ENGLISH
2) PRICE OF ONE CLICK
4) START-GAME CHARGE
6) 2nd HOURLY CHARGE ( CLUB).
.
This is the cash
G:/Formular/Billard/timer.pdf

OPERATION

By using the
START PLAY
key, we open the billiard ball door and begin
the count, a count likewise shown by the light on the display. At any
time, you can choose between two hourly rates using the
button. The second rate, called the
appears the decimal point on the left of the display. It may be useful for
peak hours and for
CLUB
members.
If you want a single tariff rate, you must program both with the same
rate.
The counting stops when the tray holding ALL the billiard balls is put
back in place. In that instant, the total sum to be paid is added to the
meter. Remember that the meter shows the number of clicks run off, so
you must multiply that figure by the charge for an individual click in order
to obtain the total sum in money receipts. To view the register figure
without resorting to use of the
time with the points of two pens on both the + and - holes.
SIDE ATTACHMENT
Loosen the two screws above of the front component, turn the
INSTALLATION
key and pull the unit toward you. Then attach the
TIMER to the wall by making use of the three holes on the back. If the
Timer will be placed on a shelf, you need simply use the lower hole (in
the tray area).
OPTIONALS
START FROM OPEN
Allows the time count to restart even if the door is open (by turning the
START PLAY key). This is for changing players without having to
replace the tray with all the balls.
LAMP CONTROL
Remove the four screws on the two sides. For the two rear screws, the
self-blocking interior nut must be held firmly. This to insure that the unit
can be opened only by the owner of the INSTALLATION key. Then
detach the connector device on the panel and remove the inner cover.
You will find two holes on the left inner portion. The micro-switch
controlling the lamp will be attached to these holes. Turn the micro-
switch so that it clicks in conjunction with the right micro-switch when
the sliding blade pushes forward; keep the ball-carrying tray in position
and push the last one through the middle slot in the front. Have an
connection electrician carry out the connection indicated below by
making sure that the metal frame has been grounded:
230 VAC (o 115 VAC)
POWER FEED TO THE LAMP
LAMP
CLUB
tariff, when is operating
INSTALLATION
key, push at the same
MICRO
SWITCH
COM
NO
NC
CONNECT
TO METAL
TARIFF

Werbung

loading